Where is the nutcracker in silent hill 3




















Heather can't reach it with her hands and it's too much of a pain for her to move the heavy boxes so you can't get it now. Heather will mark it on her map and then you'll have to exit the room to move on. All of the other rooms over here can't be entered, so head back to where you came from and head down the south hallway and go through the white and blue door.

Now run forward and then you should see a lit sign above an entrance that says "Helen's Bakery". Go through the door under the sign and enter the bakery.

Inside, there's some bread but Heather's not hungry. To your left, you'll find something that looks useful. Take the pair of Tongs from the counter. There is a flyer on the counter but it's not really important. Now you have some tongs, so go back to the room with the skid. Exit the room, go back through the door you came from, and head for the room with the circle in it on your map and enter it.

It's the last door on the right in the northwest part of this corridor. Go up to the skid and use the Tongs. Heather uses the Tongs and gets the Key taken with Tongs. Funny name, eh? Since the name provides absolutely no information on where to use the key, go in the menu and examine it. It says "My Bestsellers" on the tag - must be a shop in the mall.

Exit the room to find three Numb Bodies - deal with them there are so many so just run past them , then go through the southernmost door in this corridor again.

In this area again, you may encounter one of the two Closers patrolling the area, or both. Just simply run past them and when you get to the other side you may notice a store called "My Bestseller" which is on the tag of the key you just got. Enter the store with the Key taken with Tongs. Now you're in a bookstore. Take the right walkway and you'll find some books on the floor. If you're on Easy, pick up Shakespeare Anthology 1 and 3. If you're on a higher difficulty, pick up Shakespeare Anthology 1, 2, 3, 4 and 5.

Examine the shelf where they fell off and Heather wonders if she should just align the books in order. This puzzle is different for every Riddle Level so use whichever one you're on. But first, there may be a clue to the puzzle depending on your Riddle Level. It will be by the door in the northwest corner of the room.

You'll need to get to code for the keypad to unlock that door. There will be no memo here. There will be some numbers seen among the three books already on the shelf but the number is not complete because two books are missing. Use Shakespeare Anthology 1 and put it in the first slot. Then use the cursor and select the next book, which is Shakespeare Anthology 3, from the blue box and put it in the next open slot, which is the third slot. A code will then be revealed.

From the clue in the memo, you have to arrange the five books on the shelf but not in order. So do as it says; put all the books on the shelf randomly at first, then rearrange them so the four digit code among the five books looks proper. Once you've done so, you have the code. It is random by the way so I can't tell you what it is. In here is a tragedy—- art thou player or audience?

Be as it may, the end doth remain: all go on only toward death. The first words at thy left hand: a false lunacy, a madly dancing man. Hearing unhearable words, drawn to a beloved's grave—-and there, mayhap, true madness at last. As did this one, playing at death, find true death at the last.

Killing a nameless lover, she pierced a heart rent by sorrow. Doth lie invite truth? Doth verity but wear the mask of falsehood? Ah, thou pitiful, thou miserable ones! Still amidst lies, though the end cometh not, wherefore yearn for death?

Wilt thou attend to thy beloved? Truth and lies, life and death: a game of turning white to black and black to white. Is not a silence brimming with love more precious than flattery? A peaceful slumber preferred to a throne besmirched with blood. One vengeful man spilled blood for two; Two youths shed tears for three; Three witches disappeared thusly; And only the four keys remain. Ah, but verily There is nothing which cannot become a puppet of fate or an onlooker, peering into the cage.

If you know Shakespeare well, you're in luck! But if you don't, well That's probably why you're here. Over by the locked door you will find the above memo, which describes the puzzle. Read it carefully and then examine all the Shakespeare Anthology books in your inventory. You're going to need to use the books and the memo to solve this puzzle. Unless you already know the code.

First of all, the first verse is just an introduction, so don't worry about it. In the second verse, "The first words at thy left hand" indicates that the books will go from left to right. The rest of the verse is a description of Hamlet's plot. Shakespeare Anthology 4 contains Hamlet, so place it in the first slot on the shelf. The third verse is quite obvious; it would be Romeo and Juliet.

So place Shakespeare Anthology 1, which contains Romeo and Juliet, in the second slot on the shelf. The fourth verse is just meant to confuse you and has no relevance to the Shakespeare books. The fifth verse is referring to Othello, in Shakespeare Anthology 5, by the words "black and white".

So put that book in the next slot. The sixth verse contains a quote from King Lear, which is in Shakespeare Anthology 2. So put that book on the shelf in the next slot and take a look at the rest of the sixth verse.

It mentions "a throne besmirched in blood", which describes Macbeth, contained in Shakespeare Anthology 3. So put that in the last slot on the shelf.

The combination to open the locked door only has four numbers so you've got one too many numbers. But don't worry, there's still more of the memo left to read. It says "One vengeful man spilled blood for two", which represents Hamlet being doubled. Hamlet is number 4, so you now have 8 instead of the 4.

Then it says "Two youths shed tears for three", meaning Romeo and Juliet being multiplied by 3, and Romeo and Juliet is number 1. And then it says "Three witches disappeared thusly", meaning Macbeth is out of the picture, which is number 3; so take that number out and you should be left with the following code: You don't need to put the books back on the shelf and you can just figure it out by looking at the books you have, using a piece of paper if you have to.

And on Easy, you can just look at the rest of the books on the shelf to form the rest of the number. But the downside is you'll have them for the rest of the game if you don't put them on the shelf, and they're pointless.

You should always put them on the shelf, even if you've already solved the puzzle. Reading the code on the books Easy, Normal may be difficult because some numbers are usually in the cracks between the books and are hard to read. The number is random each time so don't expect it to be so easy. But if on Hard Riddle Level, you won't have this problem. Once you have the code, keep moving along the walkway and go behind the counter. Get the Handgun Bullets on the counter and try to open the door.

There's a keypad. Use the code you got from the Shakespeare books. The door will unlock; go through it. There will be a cutscene when you go in this hallway and you meet a woman named Claudia. Claudia seems strange and leaves you after making Heather go through some pain. After the cutscene, you're alone in the hallway. Every single door in this hallway has a broken lock. So head south and enter the elevator. Once inside, you'll find no controls for the elevator, oddly enough.

The elevator starts to go down. Some static is heard in the elevator, similar to something in Silent Hill Something red falls from the top of the elevator. Pick up the Radio that fell and Heather will explain that the radio was making the noise. When you pick up the radio, the elevator doors will open. Walk out of the elevator and walk into dark, freaky area ahead. The door shuts behind and it seems to be another elevator.

After it reaches the bottom and you're out of the elevator, it seems to be different. You appear to be on 1F in this new area. You can hear some monsters in the area. There are four Double Heads here so watch out.

You can put some Beef Jerky on the ground, kill them separately with the Knife, or use the ammo you have for the Handgun. The best thing to do is neither but you can put Beef Jerky down to distract them if you like. If one is bothering you, go ahead and kill it; but try to keep running if there's more than one. This place is a little dark now so you'll need to find a light source.

There are no open doors in the east section of this hallway, so make your way to the west side and enter the room right in front of you after coming from the east section of the hallway the room second from the bottom left of your map. This room appears to be an Infirmary so you've come to the right place for health. Check out the shelves near the doors to find 3 Health Drinks. On the desk you'll find an Ampoule. On the bed behind the desk is a Save Point. Once you're done here, exit the room.

Now head north in the corridor and head for the door at the top of this corridor on your map. On your way you'll find one or two Double Heads chomping on some meat.

Run quickly against the other wall and they shouldn't chase you. Go through the door at the end of the hallway. You can go through one of the mall doors in this area but you need to get some items first. There are three Closers in this area. Two to the east and one in the middle of the hallway where you want to go. Head north up the upside down "T" hallway, dodging the Closer. Find the door at the end of the hall and go through the next door on the same side.

In this room, move towards the far corner and you'll find 2 packs of Handgun Bullets on the shelf, as well as a First-Aid Kit. Head back for the door but do not exit. You'll find a memo on the wall near the door. It pretty much says to turn off the light before you leave. So examine the light switch and turn it off. You'll notice the room isn't fully dark just yet.

If you turn to the left you'll notice some glow between some boxes. Go over to it and get the Flashlight. You don't need to turn off the light, you can just get the Flashlight by examining the boxes - that's how I did it my first time. When you're done, exit the room. Now you have a light source and you can see much easier.

Enter the Women's Washroom just beside the Flashlight room. Get the Bleach on the counter. This item will not be here on Easy Riddle Level and you won't need it. Now knock on the only fully closed stall by pressing X and walk away.

You can here the stall door opening; go back and check it out to find Blood everywhere. There's also something else you can do in here. If you have a Silent Hill 2 save on your memory card with the game beaten at least once, you can experience extra scenes and references to Silent Hill 2.

There is one in the area you're in right now. You can examine the toilet with no blood on it and you will be asked if you want to remove the blockage. If you say "Yes", Heather will bend down, ready to pull it off and then wimp out. She says some funny things afterwards. After done in the washroom, exit the room and move east down this hallway and go under the indented shutter that isn't fully closed. In this area, there is a Closer and a Double Head. The Double Head shouldn't attack you if you stay by the shutter.

Kill them both if you have the ammo and you feel like it. After you kill them or if you haven't, run south down this area and enter the sport store, under the shutter, where you found the Handgun in earlier. But this time it's different. Once inside, look to your left and get the Hanger on the clothes rack near the door. Then head towards the camera and get the Bulletproof Vest on the other clothes rack.

If you try to open the other door in this room, it has a broken lock and you'll hear a noise from somewhere, like a shelf falling. But nothing appears to be different; exit the room. When you come back out, there will be another Closer. Just ignore it and go back under the shutter you first came from. Head west back down this hallway and then south until you reach the bottom of the upside down "T" hallway.

Now enter the store at the northwest part of this southwest area through its door the store furthest to the left on your map at the top section. Go to the middle of this room for a wicked camera angle of a ladder above you. Go to other side of the table for another view. Heather claims she can't reach it even from the table. She mentions that if only she had something long to snag it.

Go in the menu and use the Hanger. Heather will go on the table, make it long and then try a few times and get it on the fourth try, and pull it down.

Now go up the ladder to 2F - you'll have to move up some of the ladder manually. Up here, you can find some corpses on stretchers, oddly enough. From your map, head south, past the escalators and examine the TV with the snow. If you've played Silent Hill, you'll find this familiar. Head back north and enter the shop by the first TV. Inside here you'll find three Numb Bodies. You should have around 50 Handgun bullets so use some here if you like, but don't get used to it, Rambo.

You can just run past them if you like, and get the Health Drink and the Handgun Bullets on the counter and exit this shop via the other door, unlocking it first.

Out here, you can hear a monster; it's a Closer. It's south from you; just forget about it now and head south. The door furthest to the east is locked, so keep heading south, past the Closer, and enter the shop at the southwest part of this corridor. In this shop, move forward and get the Walnut on the cushion in the smashed display case.

If you examine the jewellery in the other smashed display case, Heather says there was a silver ring last time she came in and it's gone now. Once you're done, exit the room through the other door. You're done on 2F for now so head north up the hallway past the TVs and go up to 3F via the east escalators because you can't access 1F from here - the escalators are apart from the ground on 1F.

On 3F, climb up the rest of the escalator and at the top there will be a Closer there. A Double Head should come up from somewhere. Try to ignore them and quickly go through the double doors to the right, after the escalator, and you'll be in a restaurant. Find your way to the middle of the room to find a cooked dog on a plate with other food. It's not a Double Head and it's no enemy so don't expect it to get up. Examine the cooked dog to find a Cooked Key in its stomach.

Go over to the southeast corner of the room and get the First-Aid Kit and the Health Drink on the shelf and exit the restaurant. There is a locked door to the east and at the north part of this corridor is an open Women's Washroom, but there's nothing you can take inside. So head back down to 2F, remembering you got a key.

Down on 2F, enter the shop by the TV with snow and use it to pass through to the other corridor. Go through the door and you'll use the Cooked Key. On the shelf beside you, you'll find 2 Health Drinks. Go past the shelf and you'll see something of interest. Examine the pipes by the steam to get the Steel Pipe. The Steel Pipe is a great melee weapon so equip and use it for further enemy confrontations.

Out the door, you can hear some Numb Bodies. Head north and kill the Numb Body about halfway there with the Steel Pipe. There's another Number Body in this area, so hunt him down and give him some whacks to finish him off. There's a locked door at the east section of this area but you don't have a key for it. Find the pale orange double doors in the southeast section of this area and go through them.

You're now in what's left of Helen's Bakery. Head to Heather's right and go through the doorway to find a cart. Get the Detergent this item isn't here on Easy Riddle Level and it isn't needed on the cart and exit the "baked" bakery through the other door.

Head south down this corridor to find a fan. Konami seems to love fans in the Silent Hill series. Examine the fan switch and turn it off. Then go through the door on your left. If you try to go down this hallway, you'll find that it's blocked by some mysterious small flying creatures and Heather loses very little health when you touch them and she backs off on Easy Riddle Level, there will be nothing here and you can just continue on.

You can't go through the hallway like this so go back to the door and stand in front of the convenient empty bucket. Go in the menu and combine the Bleach and the Detergent and use them. Heather will pour them into the bucket and then the chlorine gas seems to go in Heather's eyes or something and she goes through the door behind her. To mix the stuff around, turn on the fan and go back through the door or Heather won't go through the door.

Continue past the bucket and the empty bottles, past the dead insects on the ground, and enter the room far down the corridor beside the stairs. On the shelf to the left you'll find 3 packs of Handgun Bullets and to the right on some boxes is some Beef Jerky.

Exit the room and head north, and then enter the shop with the pale orange door at the northeast part of the corridor. Inside this shop is a Closer. If you have plenty of ammo, kill it if you want, but you don't need to. Just run past it and go through the double doors behind it. Out here you can hear some Pendulums. Don't waste your time killing them and try to stay away from them.

Head west in this area, and past halfway you should find a Double Head. On the table to your right you'll find a vise that you can use to crack open something; just what you need. Go in the menu and use the Walnut. After cracking it open, you'll get a Moonstone. On the wall at the other side of this room is a Save Point. Once done here, exit the shop and head west, running away from the Double Head.

On the way, you'll find another Double Head eating some meat. Keep running and unlock the door at the northwest part of this area and go through it. Great, more Numb Bodies in here now. One's near you - find it and kill it with the Steel Pipe and find the next one behind the counter and do the same.

There will be three more Numb Bodies in the shop but just run past them and go through the other door. If you want to save your game, use the one on the TV here because a boss fight is coming up. Once ready, use the escalators to get up to 3F.

Head forward and use the Moonstone on the crest door, then go through it. Now you can see a ladder in front of you from the balcony and you need to get to it. If you didn't kill it earlier, you can hear a Numb Body on 2F and you can actually see it walking down there. Laugh at it and head to the east section of this area and go west on the ledge to find a ladder. Go on the ladder and start going down yourself until you get close to 1F, and it will show a cutscene of you climbing down to BF.

Heather walks around the area and the ladder breaks! Guess you're stuck down here for now. Some noises are heard and the controller vibrates madly! A monster comes from a hall-type area and now it's time to fight it. Cross the platform and go down the flight of stairs on Platform 2 this time. Here you'll find a Nutcracker. This is what we need to open up the gate to Platform 2. Head to the gate and open it up with the Nutcracker.

You'll find a dirty old train on this Platform. Look inside to find a Shotgun on one end and two boxes of Shotgun Shells. Exit the train and head to the flight of stairs behind the stairs you just came down. This is where you first meet Insane Cancer. Use your shotgun to make quick work of this guy. If you don't, he will rush at you, dealing a great amount of damage.

Now, head down the flight of stairs mentioned earlier to reach the floors that lead to Platforms 3 and 4. Platform 4 won't have anything but Two Heads , so you may want to avoid that unless you need kills for one of the endings.

Platform 3 is pretty empty. Head to the furthest end of the platform until you see a door with a red light on the tracks. Go down to the door and try to open it. It will be locked, but you need to investigate it to start the next part.

Three Two Heads will pop out of nowhere. Always get supplies that you go past and are close to supplies near an item should always be picked up, obviously. Note: Cutscenes do not count towards your time. You can watch them if you want but to stay on track, you might want to skip them. Note: Although the Lakeside Amusement Park nightmare is in here, you should go for speed in an Extra New Game so you'll get a faster time. But if you want, you can start a New Game for speed.

If your time is less than two hours, that's really good. If less than three hours, that's okay, but you can do better. You must know what you're doing to get a really good time.

Speed Walkthrough Navigation Introduction The Church Introduction The following speed walkthrough is intended for people who have beaten the game at least once, but I recommend that you play through another or a few more times so you know what to do pretty well. For example: -Enter the Storage Room on 3F Use your map if you need to, but you shouldn't always have to use it. For example: -Enter the southernmost room in the corridor and get the Walnut You should already know where all items are beforehand -- this is why you should play the game a few times first, before going for speed.

Lakeside Amusement Park -Actually finish the stage on the roller coaster rails, or just fall down a hole or let an enemy kill you Central Square Shopping Center -Exit the washroom through the window and go through the open door in the alley -Go through the double doors at the end of the hallway to the right -Enter the women's clothing shop and you'll get the Handgun -Exit the room through the other door and get the Shopping Mall Map by the stairs door -Go up to 2F via the stars and enter Helen's Bakery to get the Tongs -Enter the northwest storage room in the corridor you just came from and use the Tongs to get the Key taken with Tongs under the skid -Enter the "My Bestsellers" bookstore and collect the Shakespeare Anthology books by the shelf Shakespeare Anthology Puzzle -Put the books on the shelf to reveal a code; arrange them out of order -If on Hard Riddle Level, the code is don't pick up the books.

You need to have him close to ensure good hits and to see him drop. As soon as he drops, LO , take one step back, switch to the SG, return to the roof. From this point on, you'll be using the SG. Fire off 2 rounds, after the first round he may begin to rise from the deck, if not, put a 3rd round into him.

He is so close that if he is facing away from Heather, you can get off another round and drop him for another salvo. In either case, release the trigger after the 2nd or 3rd round, at this point, he will be up and may be moving toward Heather, if away, follow the italicized info above.

If he's facing Heather, even though he's close, approach him at a run to disrupt his possible attack; swing around to his side or rear and fire a close up to drop him again. Manny is much smarter and faster in the upper extreme modes, so you must be accurate and prepared for him to turn with Heather as she swings around Manny.

Tap your reload button while Manny rises. Don't fret if he runs off, use the left or right turn buttons to follow him, he'll stop shortly and begin searching for Heather again.

Run up to and behind him to repeat the above process. Sometimes he isn't facing Heather and doesn't take off at a run; he walks off, giving you the time to make it close for another salvo.

With this method, I have taken him out with as few as 4 pistol and 12 SG rounds and no Meds. On average, it's 5 pistol and 15 SG rounds.

The real bennies come into play if you have to chase him and take him down near the penthouse area or at a corner of the roof. The barriers prevent forward motion but he continues to walk. Showing his backside and giving you a soft target for a faster kill. My reason for strafing left or right instead of just backing away is to maintain close proximity to Manny. The rest of the time I take him out in just over a minute. From the end of the Slasher fight, "X" out all the cut scenes to Heather standing, run to her room and get the stun gun and batteries.

Leave the room and exit the apartment through the kitchen. Turn right to the intersection in the hallway, turn left and exit the building. I hate jumping the car ride to Silent Hill, for me, its one of those moments in video games that makes them worth playing. Killer music with a great FMV, but what are you gonna do when you're speeding. There are BPCs and bugs on the street. Turn left, stay on the sidewalk, and proceed to Carroll St.

Turn onto Carroll move over to the sidewalk on the right side of the road and turn into the Night Club's alley, up the stairs and through the door.

Turn right and continue on to the Hospital's front entrance. The Platypussessess in the alternate Hospital are evil and brutal requiring patience to maneuver through them. Stop, turn right and take the HD in the cabinet. Exit the room, 2 Nurses, 1 in either direction turn right, run to the elevator, enter press for the 2nd floor.

Enter the last door on the left, Woman's locker room. Make two right turns to the 2nd floor ward doors on the left. Arm with the SG. LO , 2 Nurses, 1 with a gun, easy to pass Turn right, run to the end of the hallway and enter rm. M4 on the left. Stop the alarm and note the time.

Return to the elevator and drop down to the 1st floor. LO , 3 nurses, 1 with a gun, spread out, easier to pass on the way to C4 than on the way back Enter the ward, turn right and enter rm.

C4 on the left. Move to the head of the bed farthest from the door. Move to the blood smear on the wall and use the camera. Write down the combination, exit the storeroom and pick up the SMG off the floor. Use the combination from the camera picture, LON , pass through the door, turn right and enter the door on the left, room S1 , 1 HD. Run toward the end of the hallway and enter room S12 on the left. Once in the elevator hall, take the stairwell to the 2nd floor door and enter.

Turn right and run to the end of the hallway to the M door. Enter, L , R , L , and turn around, L to door. L , L to symbol, action button , X CS straight to and through the door. Climb the ladder to the top, turn right and pass through the door. Ensure you have meat equipped in inventory. Drop the meat, strafe to the right move to the outside corner and turn left. Whether you see the plat is at the opposite end of the hall or not, drop meat just passed the elevator area, strafe left, and run for the double doors at the end.

It's a big red room with the hole in the middle, exit through the door at the other end. Drop meat, strafe right, run along the walls and enter the elevator. Push for the 2nd floor, exit the elevator. There are 2 Plats and 1 nurse with a gun.

Drop meat, run forward and turn right as you go and run to the elevator. Push for 3rd floor and exit. Return to the elevator via the big red room. If not, run to the corner, drop the meat, strafe to the right and run to the elevator.

Move left to wall, drop meat, strafe right and wait for last two plats to pass the bench. Ignore nurse, run to and enter the last room at the end of the hall, C5. Ensure that your health is at least in the green that SG rounds are equipped and climb down. When he's moving through the water, he's untouchable.

If you're too close when he rises, he'll smack you. Lenny is too unpredictable; he doesn't stay still long enough for a proper Katana slashing. If and when you do luck out and catch him, only the slower overhead attack makes contact. NOTE; if you're playing during the day and you have screen glare or the room is too bright, Lenny completely disappears with lights off.

While researching techniques, I did luck out and make one take down at one minute and twenty-eight seconds in extreme 4. In general, the times are almost always at or above the 2 minute mark.

I believe your time depends on a number of things, 1. Whether you hit him from the front, side or back. Distance from target 3. Whether you have adequate Heather control to follow him. How efficient you are on getting back into inventory for reloading. I'm not too sure yet whether the light being off or on matters much, although, I'm leaning toward LO for the chase and LON for the shooting.

I have had fast completions with the light off after the first series of rounds. I also have fast times with the light on during each encounter. With the light off, follow Lenny around the room watching for him to slow down. Move within ten feet, preferably beside him, turn the light on just before he rises from the water and press and hold "CAUTION and FIRE", you need to press caution first or she won't reliably lock onto him before you fire off the first round Your hope is to have him thrash about in the water for a salvo of at least six rounds.

If you're in front of him and too close, he'll rise out of the water and smack you. This isn't a good thing when using the SG, because you can't retreat while shooting. That in mind, this is my current method for dealing with Lenny. Hope Lenny goes into a splashing fit. If so, continue firing on him, always keeping count of the number of rounds fired. This situation happens more often than not. Reload the SG manually and quickly return to the job of chunking Lenny. Even though manually loading through Inventory takes longer, virtual time must stop when in inventory.

If you are lucky and fast enough, he'll stay down for another 6 if not, he might stand for round or two and then drop under for a crawl about. Try to stay near the middle of the room, between short walls. Room is rectangular, long walls are ends with rotating gears and protruding steel girders and short walls are the bare ones. The Room is broken up into 4 quarters, 25 50 75 ; stay within the 50 and 75 sections.

This allows you to spend less time running about and more time turning to keep track of the rotten one. Lenny never contacts the long walls, so this puts him within your prime firing range at the long ends of the room "IF" you stay within the ends of the 50 and 75 boundaries. If you're following Lenny and you see him slow down, you know that he will be rising within a few seconds. I believe your optimum firing positions are from the side and in front of him.

If you are behind him, most likely he will stay down for 6 or fewer rounds then take off or stand. If you take him from the side, my preference and he stays down for the first 6 rounds, begin tapping INVENTORY as soon as the 6th round has been fired for a manual reload and quickly return, firing as you reappear. Most times, I get 10 to 12 into him, a couple of times; I've pumped 18 into him before he took off. If you take him from the front, ensure that you are at least 10 feet from Lenny, or he'll rise up and swat Heather.

A swipe from his flipper arm will screw your timing. Most of the time, I get at least 7 to 8 rounds into him from the front a few time 10 rounds.

In all cases, as soon as he drops down and crawls off, quick load, LO and begin stalking his rotten butt till you get the ending cut scene. Beat feet to the Amusement Park. Turn around grab the jerky off the counter, turn left swing around the counter to the selves at the far left end of the store. Inspect the cookie boxes, and then begin to leave. Turn right, climb the stairs to the control room LON and use the key on the door. Sometimes a bug makes its way to the open side of the ladder and can damage Heather as she climbs.

You may have to stop and drop the bug to avoid damage. Grab the HD in the control room, shut the coaster motor off and exit the control room for the tracks.

Run the tracks till you get the cut scene, "X" it and keep "Xing" till Heather is standing. Turn around, run to and enter the haunted house enclosure. It pays to have the route down in memory. Continue moving from one room to the next.

Be careful of the spike ceiling. From the spike room to the outside, you're in the hallway maze and chased by the deadly noisy red light thing, as you know, don't let it touch you. Frankly, my success rate on this maze, 2 in 5 is dismal at best. Rote knowledge of the route and no amount of practice seem to improve my odds. Aside from the Plats, for me, this is the most frustrating segment of the game, so I save. In extreme 10, the sphere of influence of the red light has expanded, taking its toll on Heather.

Whereas in the lower modes the area directly in front of an exit door allowed Heather a respite from the run, now there's no guarantee, only the area after passing through the door is safe. The bench to the left has SG ammo and an HD. Run the perimeter of this room, up the stage steps and pick up the shoe. Pick up the chain on the bleachers and return to the carousel area. Attach the chain to the gate, climb onto the carousel, locate the hub and attach the chain to the bar on it.

Move into the carousel control room take the ammo and start it up. Take the mask and exit the room, enter the next door on the right and move to the mannequins. Put the shoe on the right and the mask on the left then exit the room through the other door at the far left end. Run straight to the next gate on the left. Move to the first moving horse on the right instead of the left. The objective is simple; you still have tons of SG ammo and can pick up more in the Church.

If you don't flop around you can easily move from one horse to the next.



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